Ok, the title is a little bit of a misnomer, the original purpose was to build the ship I wanted within RAW (by retrofitting an old ir-3f system patrol ship, which can be bought for 1 ), and since it was a custom ship it'd be pointless to have secondary transponders, unless he made a whole bunch of these ships and sold them, and looking at it he could easily clear 0.7 million credits per ship by selling them for 2 million credits each.
So the build for the character is a smuggler:gambler/droid tech/shipwright/scientist/modder (and really he can pull it off as of shipwright, and most of those have about half the tree bought) with unmatched fortune signature ability, 3 brawn, 3 agility, 7 intellect (cybernetic brain implant), 2 cunning, 3 willpower, and 2 presence, and 6 ranks in mechanics (cybernetic implant Grant's a free rank of mechanics). Now, you're asking how can he be any good at gambling with a 2 in presence... the stroke of genius talent in both shipwright and scientists lets him substitute intellect for another attribute, so depending on your version of sabaac he he either counts cards the easy way OR he reverse engineers the random number generator algorithm, and reads his opponents to know what cards they have. And with unmatched fortune, second chances, etc. He rocks the check and wins the first ship plus enough credits to mod it, which is far less than normal because as a droid tech he's built his work force and with all those ranks of speaks binary... it's a very effective work force.
Basically there is on crazy difficult check involved...he's experienced enough as a shipwright to have schematic'ed the sleek carapace crafting down to simple difficulty mechanics but this check is the money maker... so he's pulling out all the stops. Unmatched fortune means that half the faces on a proficiency die either are or can be converted to a triumph, he has 6 or 7 yellow dice (intense focus from scientist let's him upgrade that green to another yellow), supreme double or nothing let's him double the number of triumphs so 0.5*2*(6 or 7) = 6 or 7 (with intense focus) triumphs on average and with 4 ranks of eye for detail, that's an additional 4 success converted to advantages before we factor in the other 3 to 4 proficiency dice and all those boost dice (improved speaks binary) and his assistant with the valuable facts talent granting him an automatic triumph. So on average, he's completely rocking this one critical mechanics check... and most of the triumphs being used for integrated systems (free one hp attachments, like a hyperdrive, high output ion turbines, luxury passenger compartments, etc.) and the advantages of which there are many being used for layered plating and maneuvering fins, btw he picked up a free hp by stripping off the hull and replacing it with the sleek carapace.
And after he wins/retrofits/sells the first ship the process is self sustaining in terms of credit flow at least until he's bought up all the available ir-3f's at which point he's a very rich man and he's achieved the objective of there being enough other ships like his (btw he kept the best out of thousands of retrofits for himself) that he can use secondary transponders and blend in.
Since he's replaced the hull he gets to choose what the ship looks like now, within reason, and it looks like a modernized sleeker consular (cause the ir-3f and consular have quite similar dimensions/frames) and he sells the ships under the name c170 charger retrofit (reference to tfor about a million credits less than what you could buy a consular, and it's a very comparable but better ship compared to a consular. The armament is kept the same as the baseline ir-3f to not run into licensing issues.